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0.8.0.0: Democracy. Continuous production.

Hi, we have a big update available now - these are the new additions:

FEATURES///////////////////////////////

Upgrades/customization of buildings
Some buildings can now be upgraded and customized. You select the upgrade from a new window that appears by selecting the structure.
An empty workshop (seen in the middle of the image) can be outfitted with machines, turning it into either a textile, polymer, carpenter's or machinist's workshop.
In the same way, you can furnish houses, increasing their comfort rating. Huts and shelters can be furnished with wingweed mats and houses in the 'Basic tier' can have beds added, which are made in the textile and carpentry workshops.
(Textile is made from cotton, which is a new crop available to grow. Also added the skills 'weaving' and 'carpentry')

Continuous production
You can now automate production and gathering by clicking the 'padlock' button that appears next to the order controls when moving the cursor there (see image). This allows you to give a standing order. You specify an amount of items to be stored - whenever the inventory is below this amount, the colonists will automatically gather or produce up to the specified amount (if the needed inputs are available).
This feature drastically reduces the needed micromanagement and changes the way you can play the game.

Clay pit, salt mine and bog ore pit
These are new structures that you can set up on certain locations (found by using EXAMINE). When established, they will give a limitless supply of materials that you order from the Production Manager panel.

Democracy/tech tiers
Your colonists' principles will now determine what structures and items you can make or buy. To acquire more advanced technology, your colonists need to vote in favor of 'raising the tech tier'. For example, if everyone is happy living in a simple hunter/gatherer camp, they will not want to establish farm plots. To do this, they must be unhappy with the present food conditions and vote for advancing from the 'Survival Food' tier to 'Basic Food'. The required tech tier for items is now displayed on their production tooltip.
You raise the tech tier using the new Policy panel, seen below. There are certain requirements and consequences of doing so, which are explained in the tooltips.

GUI

-Resources on blocked areas will no longer appear in the Gather window.
-Entity data tooltip now contains information about Effects.
-Personnel roster now has a column for character status, telling what they are doing.
-Tooltip window will now place itself down and to the right of the mouse cursor if possible. This should make it stay out of the way.

BUGS AND FIXES

-Memory leak fixed, which would cause an out of memory crash after a few saves or loads.
-Cancelling a gather task will now destroy the incomplete output right away. It was not possible to resume interrupted gather tasks anyway. This will get rid of many 'progress' indicators that could clutter the map.
-Characters will now move to a dwelling if they consider it better than their current one without the player needing to abandon/salvage the old residence.
-Corrected an issue where degraded parts would appear outside the structure.
-Fixed a crash that would happen when the game resolution was bigger than the game map itself.
-Colonists will now say goodnight.

NEW TRAILER

In case you haven't seen it already, this is our new trailer which we made recently:
https://youtu.be/aZKO57dd4wo

Hope you like this new update and talk to you soon!